// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "AnimGraphNode_SkeletalControlBase.h" #include "BoneControllers/AnimNode_ObserveBone.h" #include "AnimGraphNode_ObserveBone.generated.h" class FCompilerResultsLog; class IDetailLayoutBuilder; class SGraphNode; // This allows you to observe the state of a bone at a particular point in the graph, showing it in any space and optionally relative to the reference pose UCLASS() class ANIMGRAPH_API UAnimGraphNode_ObserveBone : public UAnimGraphNode_SkeletalControlBase { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category=Settings) FAnimNode_ObserveBone Node; public: // UEdGraphNode interface virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FText GetTooltipText() const override; virtual TSharedPtr CreateVisualWidget() override; virtual FLinearColor GetNodeTitleColor() const override; // End of UEdGraphNode interface protected: // UAnimGraphNode_Base interface virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override; virtual void CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const override; virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override; virtual FEditorModeID GetEditorMode() const override; // End of UAnimGraphNode_Base interface // UAnimGraphNode_SkeletalControlBase interface virtual FText GetControllerDescription() const override; virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; } // End of UAnimGraphNode_SkeletalControlBase interface };